DarkflameServer/dGame/dComponents/MovementAIComponent.cpp

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#include "MovementAIComponent.h"
#include <utility>
#include <cmath>
#include "ControllablePhysicsComponent.h"
#include "BaseCombatAIComponent.h"
#include "dpCommon.h"
#include "dpWorld.h"
#include "EntityManager.h"
#include "SimplePhysicsComponent.h"
#include "CDClientManager.h"
#include "Game.h"
#include "dZoneManager.h"
#include "CDComponentsRegistryTable.h"
#include "CDPhysicsComponentTable.h"
#include "dNavMesh.h"
namespace {
/**
* Cache of all lots and their respective speeds
*/
std::map<LOT, float> m_PhysicsSpeedCache;
}
MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) : Component(parent) {
m_Info = info;
m_AtFinalWaypoint = true;
m_BaseCombatAI = nullptr;
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m_BaseCombatAI = m_Parent->GetComponent<BaseCombatAIComponent>();
//Try and fix the insane values:
if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius *= 0.5f;
if (m_Info.wanderRadius > 8.0f) m_Info.wanderRadius = 8.0f;
if (m_Info.wanderSpeed > 0.5f) m_Info.wanderSpeed *= 0.5f;
m_BaseSpeed = GetBaseSpeed(m_Parent->GetLOT());
m_NextWaypoint = m_Parent->GetPosition();
m_Acceleration = 0.4f;
m_PullingToPoint = false;
m_PullPoint = NiPoint3Constant::ZERO;
m_HaltDistance = 0;
m_TimeToTravel = 0;
m_TimeTravelled = 0;
m_CurrentSpeed = 0;
m_MaxSpeed = 0;
m_LockRotation = false;
m_Path = nullptr;
m_SourcePosition = m_Parent->GetPosition();
m_Paused = false;
m_SavedVelocity = NiPoint3Constant::ZERO;
if (!m_Parent->GetComponent<BaseCombatAIComponent>()) SetPath(m_Parent->GetVarAsString(u"attached_path"));
}
void MovementAIComponent::SetPath(const std::string pathName) {
m_Path = Game::zoneManager->GetZone()->GetPath(pathName);
if (!pathName.empty()) LOG("WARNING: %s path %s", m_Path ? "Found" : "Failed to find", pathName.c_str());
if (!m_Path) return;
SetMaxSpeed(1);
SetCurrentSpeed(m_BaseSpeed);
SetPath(m_Path->pathWaypoints);
}
void MovementAIComponent::Pause() {
m_Paused = true;
SetPosition(ApproximateLocation());
m_SavedVelocity = GetVelocity();
SetVelocity(NiPoint3Constant::ZERO);
Game::entityManager->SerializeEntity(m_Parent);
}
void MovementAIComponent::Resume() {
m_Paused = false;
SetVelocity(m_SavedVelocity);
m_SavedVelocity = NiPoint3Constant::ZERO;
SetRotation(NiQuaternion::LookAt(m_Parent->GetPosition(), m_NextWaypoint));
Game::entityManager->SerializeEntity(m_Parent);
}
void MovementAIComponent::Update(const float deltaTime) {
if (m_Paused) return;
if (m_PullingToPoint) {
const auto source = GetCurrentWaypoint();
const auto speed = deltaTime * 2.5f;
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NiPoint3 velocity = (m_PullPoint - source) * speed;
SetPosition(source + velocity);
if (Vector3::DistanceSquared(m_Parent->GetPosition(), m_PullPoint) < std::pow(2, 2)) {
m_PullingToPoint = false;
}
return;
}
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// Are we done?
if (AtFinalWaypoint()) return;
if (m_HaltDistance > 0) {
// Prevent us from hugging the target
if (Vector3::DistanceSquared(ApproximateLocation(), GetDestination()) < std::pow(m_HaltDistance, 2)) {
Stop();
return;
}
}
m_TimeTravelled += deltaTime;
SetPosition(ApproximateLocation());
if (m_TimeTravelled < m_TimeToTravel) return;
m_TimeTravelled = 0.0f;
const auto source = GetCurrentWaypoint();
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SetPosition(source);
m_SourcePosition = source;
if (m_Acceleration > 0 && m_BaseSpeed > 0 && AdvanceWaypointIndex()) // Do we have another waypoint to seek?
{
m_NextWaypoint = GetCurrentWaypoint();
if (m_NextWaypoint == source) {
m_TimeToTravel = 0.0f;
} else {
m_CurrentSpeed = std::min(m_CurrentSpeed + m_Acceleration, m_MaxSpeed);
const auto speed = m_CurrentSpeed * m_BaseSpeed; // scale speed based on base speed
const auto delta = m_NextWaypoint - source;
// Normalize the vector
const auto length = delta.Length();
if (length > 0.0f) {
SetVelocity((delta / length) * speed);
}
// Calclute the time it will take to reach the next waypoint with the current speed
m_TimeTravelled = 0.0f;
m_TimeToTravel = length / speed;
SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
}
} else {
// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
if (m_CurrentPath.empty()) {
if (m_Path) {
if (m_Path->pathBehavior == PathBehavior::Loop) {
SetPath(m_Path->pathWaypoints);
} else if (m_Path->pathBehavior == PathBehavior::Bounce) {
std::vector<PathWaypoint> waypoints = m_Path->pathWaypoints;
std::reverse(waypoints.begin(), waypoints.end());
SetPath(waypoints);
} else if (m_Path->pathBehavior == PathBehavior::Once) {
Stop();
return;
}
} else {
Stop();
return;
}
}
SetDestination(m_CurrentPath.top().position);
m_CurrentPath.pop();
}
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Game::entityManager->SerializeEntity(m_Parent);
}
const MovementAIInfo& MovementAIComponent::GetInfo() const {
return m_Info;
}
bool MovementAIComponent::AdvanceWaypointIndex() {
if (m_PathIndex >= m_InterpolatedWaypoints.size()) {
return false;
}
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m_PathIndex++;
return true;
}
NiPoint3 MovementAIComponent::GetCurrentWaypoint() const {
return m_PathIndex >= m_InterpolatedWaypoints.size() ? m_Parent->GetPosition() : m_InterpolatedWaypoints[m_PathIndex];
}
NiPoint3 MovementAIComponent::ApproximateLocation() const {
auto source = m_SourcePosition;
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if (AtFinalWaypoint()) return source;
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auto destination = m_NextWaypoint;
auto percentageToWaypoint = m_TimeToTravel > 0 ? m_TimeTravelled / m_TimeToTravel : 0;
auto approximation = source + ((destination - source) * percentageToWaypoint);
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if (dpWorld::IsLoaded()) {
approximation.y = dpWorld::GetNavMesh()->GetHeightAtPoint(approximation);
}
return approximation;
}
bool MovementAIComponent::Warp(const NiPoint3& point) {
Stop();
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NiPoint3 destination = point;
if (dpWorld::IsLoaded()) {
destination.y = dpWorld::GetNavMesh()->GetHeightAtPoint(point);
if (std::abs(destination.y - point.y) > 3) {
return false;
}
}
SetPosition(destination);
Game::entityManager->SerializeEntity(m_Parent);
return true;
}
void MovementAIComponent::Stop() {
if (AtFinalWaypoint()) return;
SetPosition(ApproximateLocation());
SetVelocity(NiPoint3Constant::ZERO);
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m_TimeToTravel = 0;
m_TimeTravelled = 0;
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m_AtFinalWaypoint = true;
m_InterpolatedWaypoints.clear();
while (!m_CurrentPath.empty()) m_CurrentPath.pop();
m_PathIndex = 0;
m_CurrentSpeed = 0;
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Game::entityManager->SerializeEntity(m_Parent);
}
void MovementAIComponent::PullToPoint(const NiPoint3& point) {
Stop();
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m_PullingToPoint = true;
m_PullPoint = point;
}
void MovementAIComponent::SetPath(std::vector<PathWaypoint> path) {
if (path.empty()) return;
std::for_each(path.rbegin(), path.rend() - 1, [this](const PathWaypoint& point) {
this->m_CurrentPath.push(point);
});
SetDestination(path.front().position);
}
float MovementAIComponent::GetBaseSpeed(LOT lot) {
// Check if the lot is in the cache
const auto& it = m_PhysicsSpeedCache.find(lot);
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if (it != m_PhysicsSpeedCache.end()) {
return it->second;
}
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CDComponentsRegistryTable* componentRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
CDPhysicsComponentTable* physicsComponentTable = CDClientManager::GetTable<CDPhysicsComponentTable>();
int32_t componentID;
CDPhysicsComponent* physicsComponent = nullptr;
componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::CONTROLLABLE_PHYSICS, -1);
if (componentID == -1) {
componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::SIMPLE_PHYSICS, -1);
}
physicsComponent = physicsComponentTable->GetByID(componentID);
// Client defaults speed to 10 and if the speed is also null in the table, it defaults to 10.
float speed = physicsComponent != nullptr ? physicsComponent->speed : 10.0f;
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float delta = fabs(speed) - 1.0f;
if (delta <= std::numeric_limits<float>::epsilon()) speed = 10.0f;
m_PhysicsSpeedCache[lot] = speed;
return speed;
}
void MovementAIComponent::SetPosition(const NiPoint3& value) {
m_Parent->SetPosition(value);
}
void MovementAIComponent::SetRotation(const NiQuaternion& value) {
if (!m_LockRotation) m_Parent->SetRotation(value);
}
NiPoint3 MovementAIComponent::GetVelocity() const {
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent != nullptr) {
return controllablePhysicsComponent->GetVelocity();
}
auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent != nullptr) {
return simplePhysicsComponent->GetVelocity();
}
return NiPoint3Constant::ZERO;
}
void MovementAIComponent::SetVelocity(const NiPoint3& value) {
auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
if (controllablePhysicsComponent != nullptr) {
controllablePhysicsComponent->SetVelocity(value);
return;
}
auto* simplePhysicsComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysicsComponent != nullptr) {
simplePhysicsComponent->SetVelocity(value);
}
}
void MovementAIComponent::SetDestination(const NiPoint3 destination) {
if (m_PullingToPoint) return;
const auto location = ApproximateLocation();
if (!AtFinalWaypoint()) {
SetPosition(location);
}
m_SourcePosition = location;
std::vector<NiPoint3> computedPath;
if (dpWorld::IsLoaded()) {
computedPath = dpWorld::GetNavMesh()->GetPath(m_Parent->GetPosition(), destination, m_Info.wanderSpeed);
}
// Somehow failed
if (computedPath.empty()) {
// Than take 10 points between the current position and the destination and make that the path
auto start = location;
auto delta = destination - start;
auto step = delta / 10.0f;
for (int i = 0; i < 10; i++) {
start += step;
computedPath.push_back(start);
}
}
m_InterpolatedWaypoints.clear();
// Simply path
for (auto& point : computedPath) {
if (dpWorld::IsLoaded()) {
point.y = dpWorld::GetNavMesh()->GetHeightAtPoint(point);
}
m_InterpolatedWaypoints.push_back(point);
}
m_PathIndex = 0;
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m_TimeTravelled = 0;
m_TimeToTravel = 0;
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m_AtFinalWaypoint = false;
}
NiPoint3 MovementAIComponent::GetDestination() const {
return m_InterpolatedWaypoints.empty() ? m_Parent->GetPosition() : m_InterpolatedWaypoints.back();
}
void MovementAIComponent::SetMaxSpeed(const float value) {
if (value == m_MaxSpeed) return;
m_MaxSpeed = value;
m_Acceleration = value / 5;
}